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Thread: 8th Edition Rulebook rumours (only)

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    Chapter Master Grimstonefire's Avatar
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    8th Edition Rulebook rumours (only)

    Note: This is only a summary of rumours that have been discussed in recent months. Rumours are subject to change. They are only 100% correct when they are facts.

    Edit: I am changing the process of updating this a bit. What I will do is save up rumour changes for a day or two, then post them in GREEN. They will stay like this until the next update, which will then be posted in ORANGE so that people can follow all the latest changes and keep track of the previous update.


    Updating this: Much as I'd like to have the time and motivation to read all rumour discussions, PLEASE PM ME here with info, only if there is a significant rumour discussion from someone you guys really trust.

    All non-english rulebooks are moving to inches.
    Warhammer 8th Ed Rulebook to be released July 10th
    528+ pages. Full colour
    The book is up for advance order from a swedish store.
    Definitely going to get the pdf erratas for all armies on July 10th
    Rulebook will come with next black box, so all shops can make demo day by 12th June.

    There will be a "General's" Edition as well as a "Gunner's" Edition: Both are the basic rulebook along with multiple different gimmicks, as golden templates, dice, angulometer, combat-resolution-calculator, markers and more. "General's Edition" is supported with a white linen bag with two silver coins attached to it, so if you fall in battle, they may put them on your eyes...

    http://www.belloflostsouls.net/2010/...iew-video.html

    ARMY SELECTION AND OTHER BITS

    • Army construction is moving back to percentages.

      25% max lords (includes mounts)
      25% max heroes
      25% MIN core
      50% max special
      25% max rare

      Just so I am clear on this, as there has been some misunderstanding, you can have a lord level character leading a small army if you want to (within the points), you don't have to take a hero as you do currently. I have heard nothing about unit champions being the general

      You have to take a minimum of 3 units, not including characters.
    • Categories for core/special/rare are remaining.
    • Special Choices: No more than 3 of the same type - Examples; No more than 3 units of Chaos Knights, or 3 units of Forsaken etc in the same army.
      Rare Choices: No more than 2 of the same type - Examples; No more than 2 Hellcannons, or 2 Chaos Giants etc in the same army.
    • High Elves ignore all these restrictions as they have the Elite Army special rule (in the errata).
    • These numbers are increased when having games of 3000 points or more. (Up to 6 special and 4 rare) Could be +1 of the same type of special and rare per 1000pts.


    Allied Forces
    • Allied forces will not get a % allocation. However, rules for using allied forced (i.e. an updated allied forces chart) are in the rulebook.
    • Allies are now split into 3 groups:

      Forces of Order: High Elves, Wood Elves, Lizardmen, Empire, Dwarfs and Brettonia

      Forces of Destruction: Chaos of any kind, Skaven, Greenskins, Dark Elves, Vampire Counts

      Neutral: Ogres and Tomb Kings
    • The allies rules are intended to be used by more than 2 players. You are not supposed to use more than one armybook in your army.
    • There are 4 different options;

      Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army.

      Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return.

      Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain).

      Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army.

    • If you are playing games over 3000pts with allied forces, one general has to be nominated as the Grand General, who increases his leadership radius to 18".
    • There will be a system wide errata to clear up issues for each army. These are NOT rebalancing lists, only making them conform to the 8th ed rules.

    You may measure distances whenever you want.

    Chaos Dwarfs have a few snippets through the book only. :cries:


    MOVEMENT

    Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight

    Standard Movement
    • Measure the distance for the furthest moving model, and perform whatever manoeuvres you wish within that lax limitation (i.e. they all move like fast cav currently do, minus the reform).


    Charging.
    Swift Strider
    • Infantry and Monstrous Infantry = Basic Movement value + 2D6
      Fast Attack (Cavalry, chariots, fliers) = Basic Movement value + 3D6 use 2 highest)
    • +1CR for charging.
    • Units charged by multiple enemies can change their charge reaction. For instance, you hold against the first enemy that charges you, then change it to flee when the second unit charges you.


    Failed Charge
    • You move the highest of the D6 you rolled to charge only, not your basic movement.


    Fliers
    • Move 10 " and march 20 ". They ignore terrain whilst moving. While fleeing or pursuing, they move 3D6"


    Vanguard (Fast Cavalry)
    • Fast Cavalry may make a free 12" move at the beginning of the game. But if they do they cannot charge an enemy in the first turn at all.


    Fleeing/Pursuing
    • Units fleeing through impassable terrain and enemy units; see below under dangerous terrain. When fleeing from multiple enemies in combat, you flee from the unit with the most ranks. If tied, randomize which unit to flee from.


    Pursuit
    • Unchanged.


    Sidestep
    • Basic Movement divided by 2 (rounding up) to move laterally or backwards.


    Enemy Sighted
    • When there's an enemy within 8", the unit has to pass a leadership test to march. Not sure how this applies to Dwarfs.


    Reforming
    • At the start of their Remaining Moves phase, a unit with a musician may reform for free, as long as the unit passes a leadership test. You can shoot, but count as moving (and cannot march).

      Units containing a musician can do a free reform after failing a charge if they pass a Ld test. Units may reform after the combat phase, but cannot have less models in base contact. Units that lost the combat resolution have to make a Ld test in order to reform, and must reform 2nd.


    Skirmishers
    • Skirmishers are now a fixed formation, and must be deployed with a 1/2 inch gap between each and every model.

      X = Model
      O = 1" Gap between

      X O X O X O X O X
      O O O O O O O O O
      X O X O X O X O X

      Skirmishers still rank up in combat, but as they do not get a rank bonus they cannot negate enemy rank bonuses. As long as they are not charging, Skirmishers can reform on the move as often as they wish and also march and shoot.
    • Charging Skirmishers, you line up to them, not them to you.
    • Skirmishers are NOT stubborn in a forest. I think this is Wood Elves only.
    • Skirmishers do not have 360 degree Line of sight.



    Redirecting charges
    • When you declare to charge an enemy and the enemy decides to flee, take a Leadership check. If you pass, you may redirect at another unit, if you fail, you must pursue the unit you declared the charge against.



    MAGIC

    NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories

    Edit: I've sorted out the ones that seem more likely, based on the info from anonymous sources:

    Generating Power and Dispel Dice
    • Power dice aren’t generated by the number of spellcasters. The amount of dice is decided by 2D6. The active player gets the total as power dice and the other player the highest throw as dispel dice (throw 3+5, = 8 PD and 5 DD). (confirmed). Dwarfs get +2 to dispel, not +2 dispel dice.


    Channeling (confirmed that it exists)
    • Each wizard may roll a D6 and generate an additional power dice on a roll of 6.
    • Each enemy wizard may roll a D6 and generate an additional dispel dice on a roll of 6.
    • You may not channel while fleeing, off the board or when you suffer from stupidity..


    Maximum Power and Dispel Dice
    • The maximum number of power or dispel dice you may have at any time is 12. This includes any power/dispel dice generated by special rules, spells and/or magic items.

      You cannot channel over 12 power or dispel dice.

      The only items that allow you to use more than 12PD a turn are items that add the dice directly to the roll, such as a Power Stone or the Slann's ability.


    Casting Spells
    • To cast a spell, roll 1 to 6 Power dice and add your caster's power level. EG: A Slann casts fireball and uses 2D6. He rolls a 3 and a 4 - score of 7. He than adds his Power Level of 4, which results in a total roll of 11.


    Dispelling
    • Caster levels are now added to dispel rolls.


    Miscasting
    • Miscasts are entirely gone, but are replaced by a combined irresistible force/ miscast table effectively:
    • When you roll a double 6 the spell is cast with irresistible force, but the Caster has to roll on the "lost control" chart, which is devastating, and far more worse than the current miscast table.


    Lost Control Chart

    The loss of Control table is 2D6.

    • 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice.
      5-6: Strength 10 small template over the wizard. Lose D6 power dice
      7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard)
      8-9: Strength 6 hit on every caster on your side, lose D6 power dice
      10-12: Wizard loses D3 levels & random spells for each of them.


    Determining Spells
    • Each lore now has 7 Spells. One Basic Spell and other spells numbered 1 - 6.
    • While writing the armylist, you will have to note which lore your magic users will use. You may not wait until you see the enemies forces. - I'm not sure how well that will actually work in practice... :confused:
    • Next you need to see which casters can have which spells. Roll D6 and see which spell you got, similar to how it is now. Any spell can be swapped for the Basic Spell. If you roll double for a spell you choose one from the lore until you have the required number for the wizard level.
    • As no two spells from the rulebook Lores can be duplicated in the army (except the Basic Spell), if you want more than 1 wizard to have spells from the same lore you now have a choice to make.

      Example: You have 3 wizards you want to use the Lore of Fire. A level 4, a level 3 and a level 1.

      Do you give the level 4 wizard 3 spells + the Basic Spell? Or 4 spells and leave the remaining 2 spells plus the Basic Spell for the level 3 wizard? The level 1 wizard has no options other than the Basic Spell in this example, as all the other spells have already been taken.
    • There are some exceptions to this way of choosing spells:
      Bound spells
      Spells that are not rolled for but bought, i.e. Necromancers.



    Bound spells
    • Warrior Priest Prayers and Khemri Priests spells the caster knows "naturally" can be chosen, not rolled for. Bound Spells may be duplicated in an army. Bound spells are cast like normal spells now, but you must roll casting dice and equal/beat the bound spell casting value. You do not add the bound spell casting value to what you roll. They do not roll on the Loss of Control table, the items are just destroyed if they roll the double 6. Bound abilities like the warrior priests they just forget the prayer.


    • Every magic user has access to the pool.
    • Most spells generally have a basic and an up-powered version (more likely) – Avian


    • Something rumoured is carrying over power dice, but holding too many could lead to a ‘magic backlash’. Wizard will recieve wounds or hits if he didn't use the excess power-dice (than originally allocated) at end of the turn.
    • Spells can be chosen, not rolled for, but can't be duplicated in the same army with the exception of the first spell of the lore -Avian (more likely)
    • If you roll a 1 or 2 when casting a spell, the spell automatically fails regardless of modifiers and the wizard may no longer cast this turn.



    Spells are now categorized. There are: Missiles, Curses, Buffs, Direct Damage and Magical Vortex spells.
    • Magic Missiles: Require Line of Sight and may not be cast into close combat.
    • Hex: Modify enemy stats and/or equipment. May be cast into combat.
    • Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight.
    • Direct damage: Spells that use templates or apply to the whole target unit.
    • Magical Vortex: Any template that moves across the table.


    • It is rumoured that ‘remains in play’ spells are not auto dispelled by casting another spell.


    Lore of Fire - The Wind of Aqshy

    Special Bonus: Kindflame. If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3. Does NOT stack. All spells from Lore of Fire cause flaming attacks.

    • Basic Spell: Fireball: Magic Missile
      D6 S4 hits 24" range
      2D6 S5 hits 36" range
      3D6 S6 hits 48" range

      1. Cascading Fire Cloak: Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.

      2. Flaming Sword of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.

      3. The Burning Head: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.

      4. Piercing Bolts of Burning: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.

      5. Fulminating Flame Cage: Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.

      6. Flame Storm: Magical Vortex. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".



    Lore of Metal - The Wind of Chamon

    Special Bonus: Metalshifting. Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound.

    • Basic Spell Searing Doom: Magic Missile. D6 flaming hits, 24" range. No armor saves allowed. Increased to 2D6 at next level.

      1. Plague of Rust: Hex. 24" range. Target gets permanent, cumulative -1 to armour saves, 48" range scaled up.

      2. Enchanted Blades of Aiban: Unit Buff range 24". One unit gets +1 to hit and armour piercing magical attacks until start of next turn. Applies to both shooting and close combat. Can be extended to 48" range scaled up.

      3. Glittering Robe: Unit Buff range 12", one unit is affected, can be expanded to all units within 12" at higher level. Unit gains a 5+ Scaly Skin save for one turn.

      4. Gehenna's Golden Hounds: Direct damage, range 12" which can be extended to 24" scaled up. A single enemy model (can be a character) suffers D6 hits. Characters can use "Look Out Sir!" to save them, rolling once for each hit.

      5. Transmutation of Lead: Hex with a range of 24. Target gets -1 WS, BS and armour save for one turn. Range 48" scaled up.

      6. Final Transmutation: Direct Damage. 18" range. The target is turned to gold; each model in the unit is removed from play on a 5+ (6+ if the model has multiple wounds). The secondary effect forces all units within 12" of the original target to test for stupidity at the start of their turn. 26" range scaled up.


    Lore of Shadow - The Wind of Ulgu

    Special Bonus: Smoke and mirrors. After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".

    • Basic Spell: Melkoth's Mystifying Miasma: Pick one enemy unit within 18 inches. Reduce one of their WS, BS , I or M of your choice by D3. The scaled up version reduces all of the above (roll the D3 only once).

      1. Steed of Shadows: Character buff. One friendly character within 12" can make a flying move as if in the remaining moves phase (I presume this means no charges).

      2. Enfeebling Foe: Hex. Pick an enemy unit within 18" (powered up at +3 to cast 36") reduce their Strength by D3. Remains In Play.

      3. Withering: Hex. As above but T rather than S and 3 higher to cast.

      4. Penumbral Pendulum: Direct Damage. Draw a line 6D6" from the caster (multiplied by 2 for the powered up version) everyone touched by it must pass an I test or suffer a S10 hit D3 wounds.

      5. Pit of Shades: Magical Vortex. Place a small template within 18" of the caster then scatter D6". Enemies must pass an I test or be removed from play if touched. The scaled up version uses the large template and scatters 2D6" (possibly with 36" range)

      6. Okkam's Mindrazor: Unit Buff. Pick a friendly unit within 18", they attack with their Ld amount for their Strength. The scaled up version has a 36" range.
    Last edited by Grimstonefire; 21-06-2010 at 18:44.
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    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Lore of Beasts - The Wind of Ghur

    Special Bonus: Wildheart. If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.

    • Basic Spell: Wyssans Wildform: Unit Buff. +1 Strength and Toughness. Scaled up version 24" range.

      1. Flock of Doom: Magic Misslle. 24" range. Deals 2D6 S 2 hits. Scaled up version 48" range.

      2. Pann's impenetrable pelt: Character/ Caster Buff. 12 " Range. May be targeted on any character, or the wizard himself. Target gains +3 toughness. May be expanded to affect all friendly characters within 12 ".

      3. Amber spear: Magic Missile. 24 " range. Resolved like the hit from a bolt thrower. May be boosted to gain S10 and causing D6 wounds.

      4. Curse of Anrahir: Hex. 36" range. Targeted unit suffers -1 to hit (melee and ranged). Targeted unit treats any terrain as dangerous terrain, and suffers a wound on a roll of 1 and 2, not only 1. Scaled up version 72" range.

      5. Savage beast of Horros: Character Buff. 12" range. Targeted friendly Character gains +3 attacks and +3 Strength until the start of the next magic phase. May be expanded to affect all friend characters within 12".

      6. Transformation of Kadon. Character Buff. Remains in Play. The caster BECOMES the creature, not summoned on any board edge etc. Transforms the Caster into 1 of three lesser Creatures.

      Becomes the Hydra (similar to DE one), Black Dragon (with Moon Dragon Stats), or a Manticore on one casting roll.

      Becomes the Greater Fire Dragon or Mountain Chimera on a casting roll 4 higher.

      Mountain Chimera
      S7 T7 W10, Fly, 4D6 attacks! Mage has to be on foot.

      Greater Fire Dragon
      WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot.

      Any lost Wounds are transferred to the new form (so, if the dragon lost 3 wounds, and the wizard is than transformed back, he would be most probably dead).

      The Character may not use any wargear nor does he have any benefit from it, and may not cast any spells at the time. He keeps all his special rules, though. So a High Elf would transform into a first strike Chimera for instance.


    Lore of Heavens - The Wind of Azyr

    Special Bonus: Roiling Skies. Any flier wounded by spells from the lore of heavens takes an additional D6 strength 4 hit.

    • Basic Spell: Ice shard Blizzard. Hex. Anything that uses a BS to shoot has a -1 to hit modifier. Anything that doesn't use BS can only shoot on 4+.

      1: Harmonic Convergence. Unit Buff. Any friendly unit within 12" of the caster can re-roll all 1s from to hit rolls, wound rolls, and armour save rolls. The scaled up version is any unit within 24".

      2: Wind Blast. Direct Damage. The enemy unit is pushed back D3+1" directly away from the wizard. If the unit hits any terrain it takes D6 S 3 hits. If the unit hits another unit both units take D6 S 3 hits. The scaled up version pushes units back D6+2".

      3: Curse of the midnight wind. Hex. Can be cast on an enemy unit within 12". The unit must re-roll any 6's to hit, to wound, or for their armour save. The scaled up version is any unit within 24".

      4: Urions Thunderbolt. Magic Missile. The same as 7th edition, but D6 strength 6 hits now.

      5: Chain Lightning. Direct Damage. D6 strength 6 hits on a unit within 24" of the wizard. After you determine the results roll a dice on a 3+ you may choose a unit within 12" of the previous unit hit and then that unit is hit by D6 strength 6 hits. This continues until you roll a 1 or 2.

      6: Comet of Casandora. Direct Damage. Once cast it cannot be dispelled. The range is 2D6" plus an additional inch for every counter on it. The Damage caused by it is 2D6 strength is 4 hits, but is +1 strength for every counter on it. It comes down on a 4+. If it does not come down place a marker. The scaled up version automatically starts with 2 markers on it. Every turn it does not come down an additional 2 markers are put on it.


    Lore of Light - The Wind of Hysh

    Special Bonus: Exorcism. If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits.

    • Basic Spell: Shem's burning gaze: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version is 48" range and S 6.

      1: Pha's Protection: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12"

      2: Speed of Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10.

      3: Light of Battle: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase.

      4: Net of Amyntok: Hex. 24" range. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase. 48" range scaled up.

      5: Banishment: Direct Damage. 12" range. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1. 48" range scaled up.

      6: Birona's timewarp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12"



    Lore of Life - The Wind of Ghyran

    Special Bonus: Lifebloom. Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12”

    • Basic spell: Earth blood Wizard and unit gets regeneration 5+ for one turn.

      1: Awakening of the wood: Magic missile. 1d6 str4 hit to a unit within 18" of a wood. Or 2d6 strength 5 hits to a unit ipartially or wholly within it.

      2: Flesh to stone: Unit Buff. +2 Toughness to one unit within 12”.

      3: Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster:
      Earthblood is 4+
      Awakening of the wood is S6
      Flesh to stone is +4T
      Regrowth restores d6+1
      Shield of thorns is S4

      Ignore miscasts on 2+.

      4: Shield of Thorns: Unit Buff. Remains in play, friendly unit does 2d6 str3 hits on a enemy unit engaged in combat with it during the magic phase. 18" range.

      5: Regrowth. Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then musician/standard, then rank and file. Characters are selected separately) Cavalry take 2 wounds to heal. 12" range

      6: The Dwellers Below: Direct Damage. All models in an enemy unit within 12" take a strength test or die with no saves allowed.


    Lore of Death - The Wind of Shyish

    Special Bonus: Life leeching. For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.

    • Basic Spell: Spirit Leech. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.

      1: Aspect of the dreadknight. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.

      2: Caress of Laniph. Direct damage, 12" range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version is range 24".

      3: Soulblight. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24". Lasts 1 turn.

      4: Doom and darkness. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version is 48" range.

      5: Fate of Bjuna. Direct damage, 12" range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.

      6: The Purple Sun of Xereus. Magical Vortex, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.

      The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.



    SHOOTING

    Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight.

    Fire in 2 ranks.
    • All missile weapons fire in 2 ranks as standard
    • Missile units will not gain a rank when shooting from hills. -Harry I think



    Salvo Fire
    • Units armed with bows, short bows and longbows may shoot with an additional half a rank for every rank behind the 2nd. I.e. 12 models wide, 3 ranks (36 models). 12 front rank, 12 2nd rank, 6 3rd rank = 30 shots. Salvo fire only applies if you haven't moved and not when you stand and shoot.



    Look Out Sir!
    • "Look out, Sir!": Characters that are in the vicinity of a friendly unit may profit from Look out, Sir - so you do not have to join a unit for that rule to apply.

      Normal Infantry character inside Infantry unit
      Normal Cavalry character inside Cavalry unit
      Normal Monstrous Infantry character inside Monstrous Infantry unit

      All the above are 2+ save as normal

      I believe characters on cavalry mounts inside infantry units are saved on a 4+ instead.

      Characters within 3" max. distance away from the unit get something like a 5+ save. Since they're dropping Unit Strength I don't know what the upper size limit would be on this.



    True Line of sight
    • Units draw true line of sight. You are considered in cover when shot at through another unit, granting a -1 or -2 penalty on to hit rolls. Note that someone else has said this is more likely as well.

      Shooting through a forest has a -1 to hit modifier


    War Machines
    • Weapons using the flame template or large or small blast templates automatically hit any model in contact rather than cause partial hits. If you are touched, you are hit. -Avian and someone else, so I'm considering this confirmed now


    War Machines: There'll be no guessing anymore. You place the template (or point of impact) where you want the weapon to hit and roll normally for scatter. Take with a big pinch of salt at this stage.

    Shooting a cannon
    • You nominate a spot then roll the two artillery dice for bounces. If you hit a unit, the strength decreases like a bolt thrower's bolt, starting at S10. If the first bounce hits a wall, the shot is wasted but the wall is destroyed.


    Cannon
    • All Cannons now do D6 Wounds. Cannon 48" range, Great Cannon 60"


    Stone Thrower
    • Reduced to S3(9), armour saves are allowed.


    Warmachines and special wargear:

    • Warmachines and special wargear (Cauldron of Blood, Anvil of Doom, Casket of Souls etc) will all have a combined Wounds profile now, similar to the Skaven Warplightning Cannon.

      All shooting is directed against the machines toughness, all close combat attacks are directed against Crews WS/Toughness.

      The number of wounds the warmachine has is equal to total wounds of the crew. Independent Characters may no longer join Warmachine crews, Engineers can only guide the machines from up to 3” away.


    Warmachines and special wargear in combat:
    • Warmachines are not immune to poison anymore.

      While in close combat 6 Infantry OR 3 Cavalry OR 2 Monstrous Infantry/Cavalry or 1 Monster/ Ridden Monster can attack the warmachine. You may combine these (eg 1 Monstrous Infantry, I cavalry and 1 Infantry model may attack).

      For characters using special wargear (e.g. the Death Hag with the Cauldron, or Runelord with the Anvil), the combat abilities of the guardians are added to the hero's profile, along with their wounds.


    Change to Wound table
    • All the ‘N’ are replaced with a 6.



    COMBAT

    NOTE: Trying to nail down what the facts are here is very hard. Some of this is only my understanding of what has been discussed.

    Supportive Attacks
    • Infantry models in the second rank can fight, with a maximum of 1A per model. - Avian/Harry.
    • This is only for models fighting to the front. Units charged in the flank or rear only fight in 1 rank, but being charged in the flank or rear will not stop units fighting in multiple ranks to the front.
    • Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model in the second and subsequent ranks.
    • Spears +1 rank as normal, but one attack only (fighting in 3 ranks).
    • Spearelves may fight with an additional rank as normal (citzen levy).
    • Monstrous Infantry can fight with a maximum of 3 attacks per model in the second rank, then one per model in subsequent ranks.
    • Armor saves can never be better than 1+, ever.


    Make Way
    • After charges, before even impact hits are done, a champion can move to the front of the attacked rank.


    Cavalry
    • Riders only in the second rank may attack.


    Stepping up. – Harry/ Avian / other people
    • Casualties are strictly removed from the back. A unit only loses attacks if it runs out of replacement models in the rank in base contact. [extremely likely].


    Horde
    • 10+ wide units attack with one rank more than normal. Monstrous infantry like Ogres need to be only 6 wide to benefit from this rule. There are no other requirements to be a Horde. - Avian


    Stubborn
    • If you have more ranks than the opponent you are Stubborn, regardless of which side you are attacked on. So if you are attacked on all four sides, but the total number of ranks you have is larger than those of any of the 4 units attacking you, you are still stubborn.


    Unit Strength
    • Unit Strength is completely gone, lots of things are altered to compensate for this. -Avian


    Rank bonuses
    • Unchanged. Up to 3. You count the rank bonus AFTER the end of all combat action.


    Monstrous Creatures
    • 40mm models moving to 3 model-wide ranks. Ogre sized models are officially being put into their own size category (finally).


    Stomp
    • Monstrous Cavalry and Monstrous Infantry are granted 1 bonus attack with the "always strikes last" special rule, at base strength (includes Great Eagles and Disks). (edit. I believe only infantry and cavalry can be hit with these, nothing else.) This does not replace impact hits. 1 rank only.


    Thunderous Stomp
    • Larger Creatures and Monsters do D6 attacks instead of 1 attack for Stomp. (edit. I believe only infantry and cavalry can be hit with these, nothing else.) This does not replace impact hits.


    Striking in Initiative order
    • Combat will always strictly be resolved in initiative order (confirmed).


    Chariots
    • S7 autokill is gone.


    One Save..
    • Armour save as normal, then either Ward Save OR Regeneration (highly likely).


    Outnumbering Enemy
    • There will be no CR bonus for outnumbering the enemy.


    Flank/ Rear charges & Combat Resolution
    • Units need to have at least 2 complete ranks in order to negate enemy flank/rear. (more likely)


    Change to Wound table
    • All the ‘N’ are replaced with a 6.


    Breath Weapons
    • Monsters with a breath weapon may use it once per battle in either the shooting phase (no partials under the template) OR once in combat, with 2D6 hits with the breath weapons strength in combat. This is in initiative order. At the moment it looks like it will be in addition to regular attacks, not instead of.


    Parry
    • The hand weapon & shield combination grants a 6+ Ward Save in combat against infantry units to the front only. It provides no benefit if you are attacked in the flank or rear and does not work against impact hits and Stomp/ Thunderous Stomp attacks. This replaces the +1 to Armour Save gained by fighting with HW & shield. Units with stupidity or Frenzy may not Parry.

      As ward saves do not stack normally, you won't get any benefit from Parry if you already have a better ward save.

      It is not a second ward save (afaik).
      It is not a ward save ontop of an armour save (afaik)
      It does not stack (afaik).


    Overrunning
    • When you destroy an enemy unit you can either overrun or immediately reform to face the direction of your liking.



    Merged profiles
    • Monstrous mounts (such as Giant eagles, Juggernauts, Pegasi, Unicorns and so on, but not large monsters like Dragons and Griffons) "merge" their profile with the rider. They cant be targetted or slain seperately. Instead the model will use the toughness of the rider and the higher of both wound stats. A hero (2 wounds) riding a Pegaus (3 Wounds) will have 3 wounds and the T stat of the rider.


    WEAPONS

    Combat Weapons

    If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.

    • Great weapons Always strike last (this overrides any army book rules). Can be used in 2 ranks!
    • Cavalry armed with Great Weapons have +2 Strength


    Missile Weapons
    • Longbows Same. See shooting above for more rules.
    • Pistols have 12" range.
    • Short bows have 18" range.


    Quick to Fire
    • Pistols, thrown weapons, and blowpipes Dont suffer the -1 to hit while moving. These are also the only weapons you can stand and shoot with if the enemy charges you from within their basic movement range.



    PSYCHOLOGY

    Panic
    • The Panic rules remain mostly the same, except that the unit strength is gone (so can be caused by single models). Panic is now the only thing listed under 'psychology', everything else is a special rule.
    Last edited by Grimstonefire; 17-06-2010 at 22:03.
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  3. #3
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Battle Standard and General.
    • BSB grants rerolls to either all Ld tests or all Psych tests to units within 12"
    • Generals mounted on large targets and generals that ARE large targets are granted the 18" general radius.
    • BSB now dies if / when the unit he is in fails a break test. Even if it would outrun the enemy.



    SPECIAL RULES

    • The number of universal special rules has doubled. Presumably this is just drawing in some from the army books themselves.


    • Units can reroll all leadership tests within 12" of the battle standard.
    • If the General is on a Large Target mount the Ld range is 18” instead.


    Stubborn
    • Stubborn units can use the general's leadership for break tests if within 12".


    Fear
    • Fear tests are taken at the start of every combat phase.
    • If you fail the Fear test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well. Edit; it may be you get to keep your full amount of attacks.
    • Fear does not make enemies flee.


    Terror
    • Terror tests are taken at the start of every combat phase, the current limit of one Terror test per game is removed.
    • If you fail the Terror test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well. Edit; it may be you get to keep your full amount of attacks. Terror incorporates fear

      - Like now you need to take a Terror test if charged by a Terror causer. If failed you flee.
      - The other two things Terror does (test to charge a Terror causer and test if within 6" of Terror causer at the start of a turn) are removed
    • Autobreaking from fear or terror is gone.
    • Leadership tests against fear is rumoured to be going
    • Fear and Terror incorporate immune to panic (with possibly a change to crumbling for undead).


    Killing Blow
    • Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. It may only be used against: Infantry, anything on a cavalry base, or characters riding monster/chariot.


    Heroic Killing Blow
    • Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. At the moment it appears this can be used against anything…

      Note that something that is immune to Killing Blow is also immune to Heroic Killing Blow.


    Always Strike Last
    • Models with great weapons will always strike last


    Always Strike First
    • ASL combined with ASF cancel each other out. Strike in initiative order.

      However ASF + higher initiative than your enemy: Reroll to hit rolls. So even if Swordmasters and White Lions are striking in initiative order they may get re-rolls to hit!


    Frenzy
    • +1 attack all the time (front rank only for regular infantry and cavalry).

      What I am hearing about this is that if the enemy is within Movement +12”, you have to take a leadership test. If you fail, you have to attack the closest target.

      Mounts no longer are granted frenzy/hated/etc from riders.


    Magic Resistance
    • This has been changed to improve an existing Ward Save, or to grant a Ward Save to magic.

      Magic Resistance 1 = +1 Ward Save against Magic. For a unit without a ward save this is 6+
      Magic Resistance 2 = +2 Ward Save against Magic. For a unit without a ward save this is 5+
      Magic Resistance 3 = +3 Ward Save against Magic. For a unit without a ward save this is 4+

      For things that already have a Ward Save, Flesh Hounds for instance, they have a 5+ Ward save already, and MR(3). This gives them a 5+ save against shooting/ combat, and a 2+ Ward Save against magic.

      It seems magic resistance does not work at all against Hexes, only against magic missiles, direct damage and power whirls.


    Strider..(insert type of terrain)
    • A new special rule. This allows you to treat the type of terrain in brackets as open terrain. For instance Strider (Forests). There is a plain Strider that allows you to treat everything as open terrain (presumably not buildings).


    Regeneration
    • Regeneration will come in several types. The Slanns ability for example will grant him Regeneration (3+), while there is a mundane magic item that grants regeneration (6+).

      Flaming attacks play a much bigger role. People with flaming weapons cause Fear in War Beasts (hounds etc), chariots, and Monsters. When you have regeneration and are wounded by flaming attacks, you lose regeneration until the next phase (combat to combat for example).

      Also, it seems that you will take regeneration saves against each wound suffered after wounds have been multiplied. For example:

      If a dwarf lord had the master rune of smiting (1D6 wounds), it hits a hydra and wounds it, the hydra takes its armour save, when it fails the dwarf player rolls the D6 for the wounds. He rolls a 5, this means the hydra needs to take 5 regeneration rolls for those 5 wounds.


    MAGIC ITEMS

    • Apparently there is an absolutely HUGE list of magic items in the book… Could easily be 50+ (possibly 85). There is a chance you may not be able to duplicate most of them in a list.

    • 10-20 items in each category.

      Dwarfs and Daemons of Chaos do not have access to Common Magic Items. Army book values for magic items override the Rulebook if different.


    Here is the complete list of magic items.
    http://www.ulthuan.net/forum/viewtopic.php?f=2&t=32236

    Because the majority of people will be able to see the book now I will not copy and paste. Also, because of forum rules I cannot put the points next to each one but they’re all listed there on the link. There may be a properly translated list somewhere.


    This one I'll leave as it explains it better:

    Fozeleks Foldable Fortress. It is a actual watch tower that must be constructed by the player using it. If the player does not have an adequate Tower or Building the item may not be used. After deploying terrain and armies the Player may activate the magic item and place the watch tower anywhere in his deployment zone. It counts as a Fortified Defended Watch Tower (possibly on 2 floors).

    OTHER RULEBOOK CONTENTS

    • Multiple objective driven scenarios in the rulebook (no kill points). See GW grand tournament and doubles scenarios.

    • 15 or so missions in the new rulebook. 9 or 10 of the missions required units to capture objectives (not just core). Units must have banners to capture objectives. Several missions had multiple objectives
    • A section in the rulebook dealing with specific issues that may arise during battles



    Terrain
    • D6+4 compulsory terrain.
    • Terrain will not just affect the movement phase so much but will affect fleeing units, like in the War of the Ring game.
    • The rulebook includes terrain rules for all the GW products.
    • There are rules for dangerous terrain, and for some unit types different types of terrain are treated as dangerous. Cavalry treat all non-open terrain as Dangerous Terrain


    Dangerous Terrain
    • Roll D6 for every model, on a 1 it loses a wound


    Forests
    • Roll a D6 the [u]first[u/] time any model enters a forest, the forest will stay like this for the rest of the battle. Note that the numbers for the roles below may not actually be the numbers, but the effects are;

      1 = Regular Forest
      2 = Ghostly Forest - a unit standing in it causes Fear
      3 = Blood Forest - if magic is cast on a unit standing in the forest it suffers 1d6 hits at S4, and then the forest moves 2d6" into a random direction…
      4 = Mushroom Forest - all units in it have Stupidity, except for Goblins, who become Stubborn.
      5 = Poisonous Forest – it is treated as ‘dangerous terrain’. The unit standing in it has Poisoned attacks.
      6 = Finding a magic item in the woods.? Or this one could be a unit charging out of a cursed forest causes fear.
    • Cavalry always treats a forest as ‘dangerous terrain’ (see above), regardless of what type of forest it is.
    • Fighting in woods is -1 CR for ranked infantry and +1 CR for skirmishers. Might be worse for cavalry. – Avian


    Rivers
    • Seems this will be similar to forests, you make a role to see what type of river it is.
      One of them is Blood Flow, which makes the unit that attacks from the river cause fear.


    Arcane Ruins
    • Arcane Ruines allow a mage in rage to roll up to 4 dices for channelling.


    Watch Tower
    • New rules to storm the building: Max 10 infantry fighting their way up.


    Rulebook Scenarios
    • The scenarios in the rulebook are split into Battles and Missions. Missions are not intended to be used in Tournaments.

      Battles

      Roll a D6

      1 - Pitched Battle
      2 - Dawn Attack
      3 - Battle for the Pass
      4 - Breakpoint
      5 - Deep Deployment
      6 – Watchtower


      Missions
    • Invasion of Chrace
    • Something with a warhammer scale Dwarf airship...


    Battle: Battle of the Pass
    The rules for this are on the throne of skulls website I think. Fight from the short table edges.

    Battle: Hold the Temple
    A Chaos temple is in the middle of the battlefield. Before the game it was rolled who was in charge of the place. The army that rolled higher on a D6 was entitled to put one of their Core Units there before the beginning of the game. The objective was to have any unit (not just Core) there at the end of the game in order to win. The Chaos Temple allowed for 'sacrificing' the soul of a Champion/Character for random stats boost (or, on the roll of 1, a quick and painful death.)


    Dawn Attack; the random deployment one featured in the Throne of Skulls tournament last year.

    For a description of the rest of these look here


    Discredited rumours
    Fight-until-someone-breaks
    Lapping around
    Armour Save Modifiers changing. They’re not.
    Standard Bearer does not allow you to re-roll one of the charging dice.
    Heavy cavalry not being able to march.
    Last edited by Grimstonefire; 19-06-2010 at 15:53.
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  4. #4
    Chapter Master Avian's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Quote Originally Posted by Grimstonefire View Post
    You said 8 models were in a position to fight. Why is this the case? Was this presuming they were charged front and flank for example, or that they were 8 models wide and charged in the front? Or 4 of the front rank were charged and they fought in 2 ranks?
    That is irrelevant for the purpose of this rule. Just assume that they were. 8 was just an arbitrary number I picked.

    I seem to be getting closer now to understanding. Basically however you work out which models are in a position to fight, you need to wipe out sufficient of the enemy models that they cannot replace losses. Using your example, if you killed say 8 models in the first attack, there would still be 12 left (and 8 capable of fighting back). But in the next round if you killed 5, it would only leave 7 capable of fighting back so their overall attacks drops.
    That is my understanding, yes.
    As a long-time Goblin player, I can reliably inform you that failure is ALWAYS an option.

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  5. #5
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Flank/ Rear charges & Combat Resolution
    • Units need to have at least 2 complete ranks in order to negate enemy flank/rear.

    Fear and Terror
    • When you charge a Fear or Terror causer you take the Fear/Terror test not before you charge, but at the start of the combat phase. - Avian

    If you fail the Fear/Terror test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well.

    Terror comes with a chance to run away.

    Skirmishers
    Skirmishers are now a fixed formation, with a 1 inch gap between each and every model. -Avian and Kah-thurak

    X = Model
    O = 1" Gap between

    X O X O X O X O X
    O O O O O O O O O
    X O X O X O X O X

    Still rank up in combat.
    Last edited by Grimstonefire; 13-05-2010 at 15:04.
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  6. #6
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Edits


    High Elves ignore all these restrictions as they have the Elite Army special rule.

    Heavy cavalry
    • Unchanged. Rumour was wrong, heavy cav march as normal.

    Determining Spells
    • Each lore now has 7 Spells. One Basic Spell and other spells numbered 1 - 6.
    • While writing the armylist, you will have to note which lore your magic users will use. You may not wait until you see the enemies forces. - I'm not sure how well that will actually work in practice...
    • Next you need to see which casters can have which spells. Roll D6 and see which spell you got, similar to how it is now. Any spell can be swapped for the Basic Spell. If you roll double for a spell you have to re-roll until you have the required number for the wizard level.
    • As no two spells from the rulebook Lores can be duplicated in the army (except the Basic Spell), if you want more than 1 wizard to have spells from the same lore you now have a choice to make.

    Example: You have 3 wizards you want to use the Lore of Fire. A level 4, a level 3 and a level 1.

    Do you give the level 4 wizard 3 spells + the Basic Spell? Or 4 spells and leave the remaining 2 spells plus the Basic Spell for the level 3 wizard? The level 1 wizard has no options other than the Basic Spell in this example, as all the other spells have already been taken.
    • There are some exceptions to this way of choosing spells:
    Bound spells
    Spells the caster knows "naturally", eg Warrior Priests or Khemri Priests
    Spells that are not rolled for but bought, i.e. Necromancers.


    Flaming Sword(s) of Rhuin: Grants +1 to wound and flaming attacks.


    Great weapons can be used in 2 ranks.

    Magic Items
    • Magic items – 10-20 items in each category.

    Dwarfs and Daemons of Chaos do not have access to Common Magic Items. Army book values for magic items override the Rulebook if different.

    If a wizard fails to reach the casting value it is not a miscast, they just cannot cast any more spells that magic phase. -Avian (more likely)


    The hand weapon & shield combination grants a 6+ Ward Save in combat to the front only. It provides no benefit if you are attacked in the flank or rear and does not work against impact hits and crush them/destroy them attacks. This replaces the +1 to Armour Save gained by fighting with HW & shield.

    As ward saves do not stack normally, you won't get any benefit from Parry if you already have a better ward save.
    Last edited by Grimstonefire; 19-05-2010 at 22:33.
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  7. #7
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Loads of updates in green.

    This may be the last update, I've given the guys telling me snippets a chance to say anything else they want adding.

    If GW don't say much for weeks then I may need to carry on as normal.
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  8. #8
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    With 18 days until everyone can go into a GW and ask all the questions they want, I will leave this open now I think.

    If anyone wants anything adding or editing in the first posts just send me a pm.
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  9. #9
    Chaplain Vaul Darkhour's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Quote Originally Posted by Grimstonefire View Post
    With 18 days until everyone can go into a GW and ask all the questions they want, I will leave this open now I think.

    If anyone wants anything adding or editing in the first posts just send me a pm.
    Grim - Have we any word on when preordering will be available?
    I'd like a new system, like 8th ed hopefully, whereby the rules minimize any army imbalance occurring, and contain some kind of measure by which to ascertain which units/armies are possibly imbalanced, how and why. Get the core rules and framework right and you've gone a long way to achieving balance..

    Heavy Metal - Try some today!
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  10. #10

    Re: 8th Edition Rulebook rumours (only)

    this thread is open now?
    does that mean people can add questions?

    if so i had a question.

    what do we know about impact hits? are they unchanged or will they act more like the new crush attack and strike last?
    can expect units like ogres to get an impact AND a crush attack?

    any rumors about chariot changes? the search tool didnt turn up anything interesting.
    I had this tiny hope that chariot rules would be remade to act more like real chariots.
    =]
    Last edited by jhun13; 24-05-2010 at 14:56.
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  11. #11
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    My gut feeling is that impact hits are replaced by crush them or destroy them. So things like chariots will have destroy them.

    @Vaul
    There is a swedish site somewhere I think taking preorders already.

    Edit:
    Possibly monstrous beasts of burden would have crush them as well, so jugger chariots could have both?
    Last edited by Grimstonefire; 24-05-2010 at 15:47.
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  12. #12
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    Re: 8th Edition Rulebook rumours (only)

    Despite all those reasons Grim, I would advise reclosing this, as there are already 3 threads open for people to ask questions, and this was great to have as the one clean and clear cut thread.
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    Re: 8th Edition Rulebook rumours (only)

    Quote Originally Posted by GodlessM View Post
    Despite all those reasons Grim, I would advise reclosing this, as there are already 3 threads open for people to ask questions, and this was great to have as the one clean and clear cut thread.
    +1, keeping it closed helps people not to mess about rumours
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  14. #14
    Chapter Master NixonAsADaemonPrince's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Ditto.

    Nixon
    Quote Originally Posted by MOMUS View Post
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    It's a depressing thought that we're as good as it gets in a universe full of amazing things.
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    I think all UM flyers should be covered by a new special rule called: Whooshing machines live longer with Calgar...
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  15. #15
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Fair enough. I'll close it again.
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  16. #16
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    A few very small things, as requested by ULF

    Failed Charge
    • You move basic movement only.

    Skirmishers
    • Skirmishers are now a fixed formation, and must be deployed with a 1/2 inch gap between each and every model.
    Skirmishers do not have 360 degree Line of sight.

    Magic
    • You cannot channel over 12 power or dispel dice. Other effects may be used to replenish the power dice pool later on once some dice have been used, like Dark Elves' spell and Lore of Death's effects, and presumably the Slann's extra dice.

    If you roll a 1 or 2 when casting a spell, the spell automatically fails regardless of modifiers and the wizard may no longer cast this turn.

    Frenzy
    • +1 attack all the time
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  17. #17
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    All in green above:

    The only items that allow you to use more than 12PD a turn are items that add the dice directly to the roll, such as a Power Stone or the Slann's ability.

    Dispelling
    • Caster levels are now added to dispel rolls.

    Look Out Sir!
    • I have yet to get this confirmed, take with salt:

    "Look out, Sir!": Characters that are in the vicinity of a friendly unit may profit from Look out, Sir - so you do not have to join a unit for that rule to apply.

    The roll won't always be successful on a 2+ - this depends on the size of the character compared to the friendly unit:

    Normal Infantry character inside Infantry unit
    Normal Cavalry character inside Cavalry unit
    Normal Monstrous Infantry character inside Monstrous Infantry unit

    All the above are 2+ save as normal

    I believe characters on cavalry mounts inside infantry units are saved on a 4+ instead.

    Characters within 3" max. distance away from the unit get something like a 5+ save. Since they're dropping Unit Strength I don't know what the upper size limit would be on this.


    Warmachines and special wargear:
    • Warmachines and special wargear (Cauldron of Blood, Anvil of Doom, Casket of Souls etc) will all have a combined Wounds profile now, similar to the Skaven Warplightning Cannon.

    All shooting is directed against the machines toughness, all close combat attacks are directed against Crews WS/Toughness.

    The number of wounds the warmachine has is equal to total wounds of the crew. Independent Characters may no longer join Warmachine crews, Engineers can only guide the machines from up to 3” away.

    Warmachines and special wargear in combat:
    • Warmachines are not immune to poison anymore.

    While in close combat 6 Infantry OR 3 Cavalry OR 2 Monstrous Infantry/Cavalry or 1 Monster/ Ridden Monster can attack the warmachine. You may combine these (eg 1 Monstrous Infantry, I cavalry and 1 Infantry model may attack).

    For characters using special wargear (e.g. the Death Hag with the Cauldron, or Runelord with the Anvil), the combat abilities of the guardians are added to the hero's profile, along with their wounds.


    Killing Blow
    • Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. It may only be used against: Infantry, anything on a cavalry base, or characters riding monster/chariot.

    Heroic Killing Blow
    • Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. At the moment it appears this can be used against anything…

    Note that something that is immune to Killing Blow is also immune to Heroic Killing Blow.


    Banner: There is a magical standard that lets you reroll the charge distance (or one die, not sure which)

    Rulebook Scenarios
    • The scenarios in the rulebook are split into Battles and Missions. Missions are not intended to be used in Tournaments.

    Battles
    • Pitched Battle
    • Battle of the Pass
    • Hold the Temple

    Missions
    • Invasion of Chrace

    Battle: Battle of the Pass
    The rules for this are on the throne of skulls website I think.

    Discredited: Standard Bearer does not allow you to re-roll one of the charging dice


    Spells:

    Lore of Fire
    Flaming Arrows 48" Range. S4

    Lore of Light
    Unit Buff: All units within 12” have +1 attack and double movment,

    Unit Buff: All units within 12” have Initiative 10 and Weapon Skill 10

    Last edited by Grimstonefire; 29-05-2010 at 22:04.
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  18. #18
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    You have to take a minimum of 3 units, not including characters.

    If you are playing games over 3000pts with allied forces, one general has to be nominated as the Grand General, who increases his leadership radius to 18".

    Chaos Dwarfs are not in the book.

    Failed Charge
    • I think you only move the result of the D6's you rolled, you do not add on your basic movement.

    Fliers
    • While fleeing or pursuing, they move 3D6"

    Reforming
    • In the Remaining Moves phase, a unit with a musician may reform for free, as long as the unit passes a leadership test. You can shoot, but count as moving.

    • Charging Skirmishers, you line up to them, not them to you.
    • Skirmishers are NOT stubborn in a forest. I think this is Wood Elves only.

    Lost Control chart:

    Another result: All your wizards take a Str 6 hit with no armor saves
    11-12 result: Your caster lose d3 wizard levels, and forgets that many spells.


    Bound spells
    • Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. They do not roll on the Loss of Control table, the items are just destroyed if they roll the double 6. Bound abilities like the warrior priests they just forget the spell.

    Lore of Fire

    Special Bonus: If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3, cumulative.

    Lore of Metal
    Basic Spell (name): D6 flaming hits, No armor saves allowed. casting value 10

    Lore of Beasts
    (name). Caster Buff. The level 6 beast spell has 2 (possibly 3 casting values). The caster BECOMES the creature, not summoned on any board edge etc.

    At 16+
    Mountain Chimera
    S7 T7 W10, Fly, 4D6 attacks! complexity is 24. mage has to be on foot. Remains in play.


    20+
    Greater Fire Dragon
    WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot. Remains in play

    Something for a Hydra as well, I don’t know any more about this.

    Lore of Heavens
    • 'Something' Razor (not sure of the name). Unit Buff. The units strength are their Ld stat.
    • Several levels of Comet. It scales up.

    Lore of Life

    Special Bonus: Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12”

    • Basic spell: Shooting -1 to hit modifier and -1 leadership. If the enemy didn’t use BS they are 4+ to shoot. 7+

    Forest Lord: Magic missile attack to any enemy unit within 18" of a forest. Or D6 strength 5 hits or 2d6 strength 5 hits to a unit in the forest.

    Regeneration (name?): Unit Buff. Regeneration (6+) to one unit within 12”

    Master of Stone: Unit Buff. +2 Toughness to one unit. Casting value 8

    Regrowth (name?). Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then musician/standard, then rank and file. Characters are selected separately)

    Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster: Regeneration becomes 5+, Master of Stone becomes +4 Toughness!!!, Forest Lord all hits become Strength 6, Regrowth regains D6+1 wounds. Something for the 6th spell as well.

    I heard something about an immunity to miscast on a 2+ for the lore of life, but I don’t know if this is their 6th spell, a remains in play caster buff.

    Stone Thrower
    • Reduced to S3(9), armour saves are allowed.


    Make Way
    • After charges, before even impact hits are done, a champion can move to the front of the attacked rank.


    One Save..
    I'm just going to move this back here again for now. Armour saves as normal, then either Ward Saves OR regeneration. This is coming from 1 person who has read the book, and another who has been very reliable in the past.

    Crush them! or Stomp, one of these names. 1 rank only

    Quick to Fire
    • Pistols, thrown weapons, and blowpipes Dont suffer the -1 to hit while moving. These are also the only weapons you can stand and shoot with if the enemy charges you from within their basic movement range.


    Fear and Terror: It may be you get to keep your full amount of attacks.

    Frenzy
    What I am hearing about this is that if the enemy is within Movement +12”, you have to take a leadership test. If you fail, you have to attack the closest target.

    Mounts no longer are granted frenzy/hated/etc from riders.


    Magic Resistance
    • It seems magic resistance does not work at all against Curses (or Hexes), only against magic missiles, direct damage and power whirls.

    Strider..(insert type of terrain)
    • A new special rule. This allows you to treat the type of terrain in brackets as open terrain. For instance Strider (Forests). There is a plain Strider that allows you to treat everything as open terrain (presumably not buildings).

    Regeneration
    Flaming attacks play a much bigger role. People with flaming weapons cause Fear in War Beasts (hounds etc), chariots, and Monsters. When you have regeneration and are wounded by flaming attacks, you lose regeneration until the next phase (combat to combat for example).


    Magic Items
    Scarecrow: Banner. 5 Points, makes the unit cause fear to flyers.
    (name?): Banner. Plain Strider, which means you ignore all terrain (except buildings I think).
    Dispel Scroll: As normal.

    There are some other Scrolls I keep hearing about, but I don't know the full details yet:
    4+ ward against wounds done by the spell used.
    Irresistible force on every double.
    Something about turning someone into a frog..

    Terrain
    Cavalry treat all non-open terrain as Dangerous Terrain
    Last edited by Grimstonefire; 02-06-2010 at 23:27.
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  19. #19
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Nothing really new here for those following the discussions.

    Pursuit
    • When you charge and reach a fleeing unit, you only wipe it out if you pass a Ld test. Edit. I believe this rumour is wrong.


    Lore of Heavens - The Wind of Azyr

    Special Bonus: Any flier wounded by spells from the lore of heavens takes an additional D6 strength 4 hit.
    • Urions Thunderbolt. Magic Missile. The same as 7th edition, but D6 strength 6 hits now.


    Blizzard. Hex. Anything that uses a BS to shoot has a -1 to hit modifier. Anything that doesn't use BS can only shoot on 4+. 6+ to cast.


    (name). Hex. Can be cast on an enemy unit within 12". The unit must re-roll any 6's to hit, to wound, or for their armour save. The scaled up version is any unit within 24".


    (name). Unit Buff. Any friendly unit within 12" of the caster can re-roll all 1s from to hit rolls, wound rolls, and armour save rolls. 6+ to cast. The scaled up version is any unit within 24". 12+ to cast.


    Wind. Direct Damage. The enemy unit is pushed back D3+1" directly away from the wizard. If the unit hits any terrain it takes D6 S 3 hits. If the unit hits another unit both units take D6 S 3 hits. 7+ to cast. The scaled up version pushes units back D6+2". 14+ to cast.


    Chain Lightning. Direct Damage. D6 strength 6 hits on a unit within 24" of the wizard. After you determine the results roll a dice on a 3+ you may choose a unit within 12" of the previous unit hit and then that unit is hit by D6 strength 6 hits. This continues until you roll a 1 or 2. 15+ to cast.


    Comet of Casandora. Direct Damage. Once cast it cannot be dispelled. The range is 2D6" plus an additional inch for every counter on it. The Damage caused by it is 2D6 strength is 4 hits, but is +1 strength for every counter on it. It comes down on a 4+. If it does not come down place a marker. 12+ to cast. The scaled up version automatically starts with 2 markers on it. Every turn it does not come down an additional 2 markers are put on it. 24+ to cast

    Stubborn
    • If you have more ranks than the opponent you are Stubborn, regardless of which side you are attacked on. So if you are attacked on all four sides, but the total number of ranks you have is larger than those of any of the 4 units attacking you, you are still stubborn.

    Parry
    • The hand weapon & shield combination grants a 6+ Ward Save in combat against infantry units to the front only. <<<< Note the bit I changed was that it is rumoured to be against infantry only.

    Short bows have 18" range.

    Regeneration:
    Also, it seems that you will take regeneration saves against each wound suffered after wounds have been multiplied. For example:

    If a dwarf lord had the master rune of smiting (1D6 wounds), it hits a hydra and wounds it, the hydra takes its armour save, when it fails the dwarf player rolls the D6 for the wounds. He rolls a 5, this means the hydra needs to take 5 regeneration rolls for those 5 wounds.

    Weapons:
    Bane Blade: 5 points. Any monster or character that takes an unsaved wound from this weapon perminantly loses 1 attack, to a minimum of 1.
    (name). 60 points. Sword. +3 attacks
    (name). 70 points. Sword. +3 strength. It does not count as a great weapon.

    Enchanted Items:
    Watch Tower: 100pts. Enchanted item. It is a actual watch tower that must be constructed by the player using it. If the player does not have an adequate Tower or Building the item may not be used. After deploying terrain and armies the Player may activate the magic item and place the watch tower anywhere in his deployment zone. It counts as a Defended Building.
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  20. #20
    Chapter Master Grimstonefire's Avatar
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    Re: 8th Edition Rulebook rumours (only)

    Everything in Orange:

    Alliances: There are 4 different options;

    Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army.

    Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return.

    Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain).

    Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army.

    Chaos Dwarfs have a few snippets through the book only.

    Failed Charge
    • You move the highest of the D6 you rolled to charge (+ basic movement I think).

    Sidestep
    • Basic Movement divided by 2 (rounding up) to move laterally or backwards.

    Dwarfs still get +2 dispel dice.

    Lost Control Chart

    The loss of Control table is 2D6.
    • 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice.
    5-6: Strength 10 small template over the wizard. Lose D6 power dice
    7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard)
    8-9: Strength 6 hit on every caster on your side, lose D6 power dice
    10-12: Wizard loses D3 levels & random spells for each of them.
    Bound Spells may be duplicated in an army

    • Hex: Modify enemy stats and/or equipment. May be cast into combat.
    • Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight.

    Lore of Fire

    Basic Spell: Fireball: Magic Missile
    D6 S4 hits 24" range
    2D6 S5 hits 36" range
    3D6 S6 hits 48" range

    1 Cascading Fireshield Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.

    2 Flaming Sword(s) of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.

    3. Flaming Skull: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.

    4. Fiery Arrows: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.

    5. Blazing cage Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.

    6. Firestorm: Direct Damage. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".


    Lore of Metal

    (name): Direct Damage. Every model in the target unit is killed and turned to gold on a D6 roll of 5+ (multi-wound models on a 6+). Friendly units within 12” are subject to stupidity until the next magic phase as they are distracted by all the gold.

    Lore of Beasts

    Special Bonus: If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.

    (name): Unit Buff. +1 Strength and Toughness

    Curse of Anraheir Caster Buff. +3 strength and +3 Attacks

    Amber spear. Magic Missile. As Hunter's Spear.


    Lore of Light

    Special Bonus: If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits.

    • Basic Spell: Ray of Light: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version has an increased range and strength.

    Blinding Light: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12"

    As fast as Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10.

    Beacon of Hope: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase.

    Amynotoks Web: Hex. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase.

    Exorcism: Direct Damage. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1.

    Temporal Warp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12"


    Lore of Death - The Wind of Shyish

    Special Bonus: For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.


    Basic Spell: Soulsteal. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.

    1: Face of the Reaper. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.

    2: Embrace of Laniph. Direct damage, 12 " range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version has an increased range.

    3: Soulrot. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24 inches. Lasts 1 turn.

    4: Dark Despair. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version has an increased range.

    5: Bajuna's Fate. Direct damage, 12 " range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.

    6: The Purple Sun of Xereus. Power Whirl, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.

    The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.



    Monstrous Infantry can fight with a maximum of 3 attacks per model in the second rank, then one per model in subsequent ranks.

    Units with stupidity may not Parry.

    If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.

    WEAPONS

    Some of the magic weapons can be Paired with another magic weapon, or a mundane weapon. I will try and keep them clearly labelled.

    (name). Magic sword that gives the wielder Frenzy that can never be lost.
    (name). A Paired magic sword that gives weapon Skill 10.

    ARMOUR
    (name) 4+ ward save.
    (name) Heavy armour and a 4+ ward
    (name) Armour and a 5+ ward (not sure if light or heavy)
    (name) 2+ save against breath weapons.
    Shield of Ptolos. Shield. 1+ save against all shooting attacks.
    Enchanted Shield. Shield. Same
    (name). Shield. Allows you to disregard the first hit caused on the character on a 2+.

    ENCHANTED ITEMS
    Wizards Hat. Makes the wearer a Level 2 wizard with stupidity & rolls randomly for lore.
    Arabian Carpet. The user can Fly.
    Healing Potion. Restores D6 wounds to the character carrying it.
    Other Trickster's Shard. Models in base contact (friend of Foe) reroll successful ward saves.
    Crown of command.. Makes the bearer Stubborn
    Mask of Eeeeee!. Makes the wearer cause terror.

    ARCANE ITEMS
    Frog Scroll (?). Used as a dispel scroll. One use only. The wizard must roll equal to or under their wizard level to keep the backlash in check, or they are turned into a frog, then in each of their subsequent turns they must roll a 4+ to come back into play.

    The frog has no stats, so they cannot cast/ move/ be shot at/ killed etc. In fact they have nothing at all they can do until they turn back into a wizard!
    Trickster's Shard

    Watch Tower
    • New rules to storm the building: Max 10 infantry fighting their way up.

    Battle: Army Fraction
    Work out the Army Value first:

    Each unit standard is worth 1.
    Battle Standard Bearer is worth 1
    General is worth 2.

    Then work out the minimum Army Value. 1 for each 1000pts (i.e. 4000pts = a minimum Army Value of 4).

    The first army to drop below its minimum Army Value loses.

    Battle: Attack at Dawn
    The battlefield is split into zones and units are placed randomly within them.

    Scenario: Something with a warhammer scale Dwarf airship...

    Shooting through a forest has a -1 to hit modifier
    Last edited by Grimstonefire; 13-06-2010 at 00:30.
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